[Bf-committers] Floats and dispview?

Ton Roosendaal ton at blender.org
Tue May 16 19:34:46 CEST 2006


The OpenGL spec supports float buffer drawing since 1.0. I did find out  
it's not extremely stable in all 3d cards, and slower even. So I'll  
look at making this a built-in display feature of the render pipeline  
(already does for display of composite buffers in image window).

The Node preview images also use float btw; but here it uses texture  
drawing, which is pretty fast.

Well; first there's the SHIFT+P preview now, much more advanced.
The old "disp view" failed a lot in usability. I rather first look at  
making the Image Window also show renders and render updates. That's  
more close to the "single window" Blender paradigm, and will work for  
you nicely too.

BTW: It can work in several ways:
- use the already available image window (nice for dual monitor setups)
- like File selecting; temporally turning current window into imageview
- opening a new (temporal) Blender Screen with a full size image window


On 16 May, 2006, at 15:19, Salvatore Russo wrote:

> Hallo,
> I am trying to update BlenderPocket to the new CVS sources.
> Thinks are working fine but I am afraid about two points:
> 1) Now floats are used to draw pixels. OpenGL ES doesn't use
> floats so I am converting each pixels from float to the
> original unsigned char. It works fine but of course, it is a
> big big task for our tiny devices.
> Is there a way to not use these floats without changing
> heavilly the code? In the documentation, it is ever specified
> : float are used by default. Does it mean that we can change it?
> 2) The rendering is done now on a new windows. The dispview
> option is not working any more. Is it planned to restore the
> original difference between "dispview" and "dispwin" or not?
> On our pocketPC, we can not create 2 windows, the original
> dispview was perfect :=) Ok, today, the preview render tool is
> working perfectly!
> Thanks,
> Salvatore
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Ton Roosendaal  Blender Foundation ton at blender.org  

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